Journal of Games, Game Art, and Gamification最新文献

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Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game 游戏的过去-商业视频游戏与历史背景:评价伊朗洛特夫阿里汗游戏
Journal of Games, Game Art, and Gamification Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9874
Mahdi Gheitasi, J. Moreno, S. Hermon, M. Schnabel
{"title":"Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game","authors":"Mahdi Gheitasi, J. Moreno, S. Hermon, M. Schnabel","doi":"10.21512/jggag.v8i1.9874","DOIUrl":"https://doi.org/10.21512/jggag.v8i1.9874","url":null,"abstract":"Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115121578","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Educational Game Scenario Model Based On Imperative Game Goal Typology 基于命令式游戏目标类型学的教育游戏场景模型
Journal of Games, Game Art, and Gamification Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9497
Rickman Roedavan, Y. Siradj, Stella Stefany
{"title":"Educational Game Scenario Model Based On Imperative Game Goal Typology","authors":"Rickman Roedavan, Y. Siradj, Stella Stefany","doi":"10.21512/jggag.v8i1.9497","DOIUrl":"https://doi.org/10.21512/jggag.v8i1.9497","url":null,"abstract":"\u0000\u0000\u0000Educational games are digital products resulting from the application of game-based learning concepts. The main factors forming educational games include combining a learning subject with challenging elements and engaging visualization. Most educational games translate the challenge component of the game in the form of multiple choice quizzes, questions, answers, or puzzle solving. This result causes the mechanical structure of educational games less interesting than the mechanics of entertainment games. This paper proposes a scenario development model for educational games derived from the game goal typology commonly found in entertainment games. This model is expected to be a reference for developing educational game scenarios that can enrich the types of mechanics and increase the engagement of an educational game. The proposed model in the research has been tested on two educational games, both of which received high attractiveness scores of 1.632 and 1.542 respectively on the User Experience Question (UEQ) scale.\u0000\u0000\u0000","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124592323","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification Using Visual Novel to Improve Chemistry Learning Motivation 使用视觉小说的游戏化提高化学学习动机
Journal of Games, Game Art, and Gamification Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9411
Louis Khrisna Putera Suryapranata, Felix Intan Bahagia, Irene A. Lazarusli
{"title":"Gamification Using Visual Novel to Improve Chemistry Learning Motivation","authors":"Louis Khrisna Putera Suryapranata, Felix Intan Bahagia, Irene A. Lazarusli","doi":"10.21512/jggag.v8i1.9411","DOIUrl":"https://doi.org/10.21512/jggag.v8i1.9411","url":null,"abstract":"\u0000\u0000\u0000Learning chemistry at the beginning of senior high school is difficult because there is too much information that should be remembered, especially the periodic table. To reduce the difficulty of students’ learning processes, gamification could be helpful. In this study, gamification applications in the form of a visual novel have been developed and focused on the periodic table material for 1st-year senior high school students. The motivation improvement had been measured using the IMMS (Instructional Materials Motivation Survey) questionnaire in the pre-test and post-test sections. Respondents filled out the pre-test at the beginning of the experiment, followed by a visual novel playing session for one week. After the playing session ended, the respondent filled out the post-test. The motivation score from the pre-test and the post-test result had been compared using a paired T-test to see whether there was an improvement in learning motivation. It could be concluded that improvement in learning motivation happened due to the usage of visual novels, with an overall motivation score improvement of around 18.61%. In the future, this study will be continued by applying user personalization according to learning style preferences.\u0000\u0000\u0000","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129247409","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Valkyria Chronicles Game and the “Cute” Memory of War 瓦尔基里亚编年史游戏和“可爱的”战争记忆
Journal of Games, Game Art, and Gamification Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9744
Iskandar Zulkarnain, Otniel Joviand Christiandrew
{"title":"Valkyria Chronicles Game and the “Cute” Memory of War","authors":"Iskandar Zulkarnain, Otniel Joviand Christiandrew","doi":"10.21512/jggag.v8i1.9744","DOIUrl":"https://doi.org/10.21512/jggag.v8i1.9744","url":null,"abstract":"In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130685753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Lego-based Game as a Way to Improve Student’s Physics Education 乐高游戏在学生物理教学中的应用
Journal of Games, Game Art, and Gamification Pub Date : 2023-06-26 DOI: 10.21512/jggag.v8i1.9094
Emannuel Saptaputra, B. Dirgantoro, Sebastian Andrew
{"title":"Lego-based Game as a Way to Improve Student’s Physics Education","authors":"Emannuel Saptaputra, B. Dirgantoro, Sebastian Andrew","doi":"10.21512/jggag.v8i1.9094","DOIUrl":"https://doi.org/10.21512/jggag.v8i1.9094","url":null,"abstract":"During the pandemic, most students are having difficulties interacting with one another. Despite being under quarantine for more than two years due to the global pandemic, remote learning has not been an efficient way to continue education. Most of them are struggling with specific subjects during online classes. Furthermore, students have trouble in all their classes, and Physics is the most difficult subject, according to news reports and statistics on education. The results of all the studies and interviews with the qualitative respondents indicate that educational games might improve students' academic performance. As a result, puzzle-game physics was developed to help students.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120911199","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Archetype and Individuation Process in Alan Wake (2010) Video Game 《心灵杀手》(2010)电子游戏的原型和个性化过程
Journal of Games, Game Art, and Gamification Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.8857
Andry Garcia
{"title":"Archetype and Individuation Process in Alan Wake (2010) Video Game","authors":"Andry Garcia","doi":"10.21512/jggag.v7i2.8857","DOIUrl":"https://doi.org/10.21512/jggag.v7i2.8857","url":null,"abstract":"This research purpose aims to demonstrate the individuation process of Alan Wake through the archetypes by finishing the last page of “Departure” manuscript. The research uses interpretative qualitative method in extending the findings. Using interpretation analysis can depict phenomenon of video game from the act, figures, sources (game items; weapons, flashlight, manuscript, etc.), situation, by applying Carl Gustav Jung’s psychoanalytic theory of archetype and individuation process in the video game. In the video game story, Alan Wake is a writer who had had a writer’s block for 2 years and experiences a nightmare. The nightmare happens when Alice Wake has lost at the Cauldron Lake. To find Alice, Alan follow the journey from his nightmare, suddenly discovers something powerful to create and change things influenced by two mythical figures, namely Thomas Zane and Barbara Jagger. Both figures come into Alan’s nightmare following the unwritten manuscript “Departure” plot story, whose Alan is guided to contain several figures to overcome darkness figures and integrate light and darkness to be actualized. The findings show that archetype depictions are associated by mythological images reflected from the collective unconscious in Alan Wake. The forms such as Barbara Jagger, Thomas Zane, Taken, Alan as The Hero, and the Bird Leg cabin are the projected images that Alan created in his dream. Alan starts his nightmare journey, experiences all the archetypes contributed, and realizes how to end the “Departure” manuscript as Alan’s individuation process. In conclusion, Alan Wake's unconscious journey by ending at the point of self-realization and writing the \"Departure\" script is considered as an individuation process.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124815267","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Adaptation of Historical Figures into Mobile Game Characters (Case Study: Hijikata Toshizo from Fate/Grand Order) 将历史人物改编成手游角色(以《Fate/Grand Order》中的Hijikata Toshizo为例)
Journal of Games, Game Art, and Gamification Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.9113
Iqbal Baihaqi, Hafiz Aziz Ahmad, Dana Waskita
{"title":"Adaptation of Historical Figures into Mobile Game Characters (Case Study: Hijikata Toshizo from Fate/Grand Order)","authors":"Iqbal Baihaqi, Hafiz Aziz Ahmad, Dana Waskita","doi":"10.21512/jggag.v7i2.9113","DOIUrl":"https://doi.org/10.21512/jggag.v7i2.9113","url":null,"abstract":"\u0000\u0000\u0000Movies and animations widely liked usually have good character designs. The audience often encounters elevating historical figures as one of the characters in the designed media, so it is necessary to understand what things need to be present when visualizing these characters. Hijikata Toshizo in history is a famous samurai in Japan and is a historical figure and often appointed in entertainment media such as animation, games, and comics, so Hijikata Toshizo is very popular among lovers of Japanese culture and history. The visual changes from the Hijikata Toshizo character in Japanese history to the Hijikata Toshizo character in Fate/Grand Order are analyzed so that it can be an additional reference for designers when designing characters based on historical figures. After the related data was collected, the data was later analyzed with the Manga-matrix method introduced by Hiroyoshi Tsukamoto to analyze the character design's shape, costume, and personality. According to the results of the analysis, there are similarities and variances in the character of the Hijikata Toshizo game and its historical counterpart. Each element was brought about through the use of historical evidence and the designer's creativity.\u0000\u0000\u0000","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"28 19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117012789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
User Interface Usability of Mamat Adventure Mamat Adventure的用户界面可用性
Journal of Games, Game Art, and Gamification Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.9133
Apong Suryani, A. Z. Mansoor
{"title":"User Interface Usability of Mamat Adventure","authors":"Apong Suryani, A. Z. Mansoor","doi":"10.21512/jggag.v7i2.9133","DOIUrl":"https://doi.org/10.21512/jggag.v7i2.9133","url":null,"abstract":"\u0000A game is a form of entertainment determined by a rule and conflict resolution by the player. A good game can display attractive visuals, make the player get engaged, and feel the needed pleasure. Visual is a medium that only concerns the sense of sight while the other senses like the sense of hearing (sound) cannot be included in the visual use Visual in a game is a part of the user interfaces. The user interface is a medium between a system and the user. The Ministry of Education and Culture of the Republic of Indonesia has released various free website-based edugames that can be accessed and played by Indonesia especially elementary school students. Mamat Adventure is one of the edugames provided by the Indonesian Ministry of Education and Culture. This theoretical exploration has begun with a discussion about the visual appearance related to the user interface in the edugame of Mamat Adventure. This analysis uses the Heuristic Evaluation method initiated by Jakob Nielsen and Rolf Molich to measure the effectiveness of the user interface in the game Mamat Adventure\u0000","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127892849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A mapping of the kinds of work activities and other productive uses inspired by play or games 一种由玩耍或游戏所激发的工作活动和其他生产用途的映射
Journal of Games, Game Art, and Gamification Pub Date : 2023-01-03 DOI: 10.21512/jggag.v7i2.8883
Stéphane Goria
{"title":"A mapping of the kinds of work activities and other productive uses inspired by play or games","authors":"Stéphane Goria","doi":"10.21512/jggag.v7i2.8883","DOIUrl":"https://doi.org/10.21512/jggag.v7i2.8883","url":null,"abstract":"\u0000\u0000\u0000This paper is about a theoretical study consisting in listing and positioning different kinds of serious uses derived or inspired by play or games. Indeed, since the beginning of the 2000s, the number of these forms has increased exponentially and it is becoming very complicated to find one's way through. In our opinion, there is currently a problem of distinction between the various serious forms derived or inspired by the practice of a playing activity and the design of a game structure. In this article, we try to bring a beginning of answer to this problem. To do this, we began by exploring the scientific literature dealing with these different forms. We started with the reference works that we reconsidered from this large variety of forms. Subsequently, we explored possible categorizations based on a limited number of variables. We were then able to draw two diagrams: one to represent graphically the categories identified according to the chosen variables, and another to present 6 combinable design process that can be followed to create any of these serious game or play categories.\u0000\u0000\u0000","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131252169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Research on the Application of Pixel Art in Game Character Design 像素美术在游戏角色设计中的应用研究
Journal of Games, Game Art, and Gamification Pub Date : 2022-07-31 DOI: 10.21512/jggag.v7i1.8565
Tubagus Zufri, Dodi Hilman, Octavianus Frans
{"title":"Research on the Application of Pixel Art in Game Character Design","authors":"Tubagus Zufri, Dodi Hilman, Octavianus Frans","doi":"10.21512/jggag.v7i1.8565","DOIUrl":"https://doi.org/10.21512/jggag.v7i1.8565","url":null,"abstract":"\u0000\u0000\u0000This paper analyzes the development, basic design foundations, and design principles of character designs that are often found in today's games. This discussion relates to the ability of pixel styles to survive even though the design styles of the current digital art era are developing with diverse thoughts. Pixels are the basic elements of design that are capable of producing attractive design work. Looking at the current development of pixel styles, in the midst of the proliferation of 3D-based visual works, we can find that pixel styles still have an irreplaceable influence. Pixel-based designs are still being put into practice and applied in the form of games by more designers and artists\u0000\u0000\u0000","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126714107","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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